Search found 19 matches

by nthexwn
Wed Feb 19, 2025 5:51 am
Forum: Releases
Topic: Version 2.0.34
Replies: 45
Views: 16915

Re: Version 2.0.34


Can't you just right click on the last ghost, rather than use control-Z (or mine the last item if you placed items directly)?


Sure, but it's slower and less precise. The guy you responded to is a former (current?) world-record holder for Factorio speedruns. He does a lot of drag-building. Being ...
by nthexwn
Mon Jan 13, 2025 8:35 am
Forum: Not a bug
Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
Replies: 5
Views: 822

Re: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions

I've been getting both versions of this bug a lot lately. The workarounds are as follows:

Never schedule upgrades for structures on other planets where you currently don't have any material and also have a personal logistics request set for that item. This can be done by disabling your personal ...
by nthexwn
Tue Jan 07, 2025 8:27 pm
Forum: Not a bug
Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
Replies: 5
Views: 822

Re: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions

Had another occurrence today. This time it was for a legendary railgun that got overcommitted to my personal inventory. The "Vector" ship is stuck waiting for it in the attached savegame.
by nthexwn
Sat Jan 04, 2025 4:38 am
Forum: Not a bug
Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
Replies: 5
Views: 822

Re: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions

Now this is interesting. I just had a ship get stuck like this again, but it was on Aquilo while I was on Nauvis. Either this is a separate bug, or my hypothesis about the interaction with personal logistics is wrong. I've attached a new savegame where the "Colossus" ship is once again stuck. This ...
by nthexwn
Fri Jan 03, 2025 7:26 pm
Forum: Duplicates
Topic: [2.0.28] Long space platform foundations removed en masse leave map view artifacts
Replies: 2
Views: 367

Re: [2.0.28] Long space platform foundations removed en masse leave map view artifacts

Confirming that this is a duplicate of https://forums.factorio.com/118405. These artifacts disappear if I build radars on my platforms and scan the old chunks. This also appears to be the reason for the building limitations (we can't build very far away on space platforms because it's considered to ...
by nthexwn
Fri Jan 03, 2025 4:55 pm
Forum: Not a bug
Topic: [2.0.28] Structure GUIs forcefully closed when items are upgraded
Replies: 2
Views: 351

[2.0.28] Structure GUIs forcefully closed when items are upgraded

What did you do?
1.) Use an upgrade planner to schedule an upgrade of a structure to a different quality level.
2.) Begin editing the configuration details of that structure (IE: requester chest).
3.) Begin modifying a text input field (IE: logistic request amount).
4.) Wait for the structure to ...
by nthexwn
Fri Jan 03, 2025 4:50 pm
Forum: Duplicates
Topic: [2.0.28] Long space platform foundations removed en masse leave map view artifacts
Replies: 2
Views: 367

[2.0.28] Long space platform foundations removed en masse leave map view artifacts

What did you do?
1.) Build a very wide space platform (IE: 32-chunks wide) along a thin vertical strip (IE: 2-4 tiles tall). Note that you can't build these all at once because the game obnoxiously limits the buildable area to about 1-2 chunks beyond what's already built, so you have to babysit ...
by nthexwn
Fri Jan 03, 2025 4:35 pm
Forum: Not a bug
Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
Replies: 5
Views: 822

[2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions

What did you do?
1.) Have a space platform with a wait condition of "time passed" (IE: 150 seconds).
2.) Have a space platform request a scarce item (IE: epic railguns) where there's currently no availability on the planet.
3.) Also request this item in your personal inventory.
4.) Have a setup ...
by nthexwn
Tue Dec 03, 2024 3:57 am
Forum: Duplicates
Topic: [2.0.20] Bots sometimes remove modules without replacing them
Replies: 3
Views: 543

Re: [2.0.20] Bots sometimes remove modules without replacing them

Genhis wrote: Fri Nov 22, 2024 4:15 pm Could you verify if this is fixed when we release 2.0.22?
I've verified that this bug no longer reproduces on 2.0.23 (stable branch appears to have skipped over 2.0.22). Thanks!
by nthexwn
Fri Nov 22, 2024 7:18 pm
Forum: Duplicates
Topic: [2.0.20] Bots sometimes remove modules without replacing them
Replies: 3
Views: 543

Re: [2.0.20] Bots sometimes remove modules without replacing them


Thanks for the report. Is it possible you could be experiencing something similar to https://forums.factorio.com/122101? Could you verify if this is fixed when we release 2.0.22?


I have several dozen empty logistics storage chests on all of the networks where this has been happening, so I don't ...
by nthexwn
Fri Nov 22, 2024 7:38 am
Forum: Duplicates
Topic: [2.0.20] Bots sometimes remove modules without replacing them
Replies: 3
Views: 543

[2.0.20] Bots sometimes remove modules without replacing them

What did you do?
I planned several module upgrades using remote view. The modules weren't available at the time. I left the game running overnight.

What happened?
When I came back, several of the machines where upgrades had been planned were missing modules entirely.

What did you expect to ...
by nthexwn
Fri Nov 22, 2024 6:57 am
Forum: Assigned
Topic: [hrusa] [2.0.11] Ghost Assembling Machines w/ Modules don't show accurate crafting speeds
Replies: 3
Views: 522

Re: [hrusa] [2.0.11] Ghost Assembling Machines w/ Modules don't show accurate crafting speeds

I've been finding this rather annoying when trying to design things in advance. There's no easy way to know how fast the machines will be until all the beacons, machines, and modules are present and powered on.
by nthexwn
Sat Oct 12, 2024 2:58 am
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 54650

Re: Friday Facts #432 - Aquilo

Current real-world military railguns have a publicly stated range of about 20km, with 300km+ ranges being theorized for plasma accelerated models.

Meanwhile, the endgame hyper-advanced railgun in Factorio's sci-fi Space Age expansion can only shoot about 40 meters? What the hell man!? I can throw ...
by nthexwn
Thu Jan 04, 2018 5:19 am
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 36930

Re: Version 0.16.8

The barrel nerf was unnecessary and excessive.
by nthexwn
Sat Sep 02, 2017 3:00 am
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 46813

Re: Friday Facts #206 - Workflow optimisation

I'm a little behind the C++ times, but wasn't Boost included in the standard libraries in C++11/14/17? Does Factorio use an older C++ version, or were the Boost classes mentioned in this article not a part of that standards merge?

EDIT: Nevermind, I forgot this is C++ and you actually have full ...
by nthexwn
Sat Aug 26, 2017 10:26 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 217157

Re: [0.15.x] Fluid mechanics

I've re-read this entire post (including all of the comments) about 5 times now. I understand everything up to XKnight's "Application" section. The section starts off by describing a string of pipes/entities which is completely stable, maintaining the exact same flow rates, capacities, and pressures ...
by nthexwn
Fri Aug 11, 2017 9:33 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 85358

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Buffer chests sound really useful, but I'm concerned about the added complexity for new players. People already get confused by having 5 different chest types. Adding another into the mix is definitely going to perplex people. Just look earlier in this thread for examples!

I've often thought that ...
by nthexwn
Wed Jun 28, 2017 9:09 am
Forum: Energy Production
Topic: 20GW Nuclear Reactor Design
Replies: 15
Views: 40093

20GW Nuclear Reactor Design

Blueprint: https://factorioprints.com/view/-Knh6UB1rtQbBtKkxb0X
Blueprint Preview (Thanks /u/demodude4u for the amazing Blueprint Bot !):

https://u.nya.is/donugg.png

It looks like everybody's got their own take on nuclear power, so here's mine. It's completely impractical for mid or even late ...
by nthexwn
Wed Jun 28, 2017 7:54 am
Forum: Show your Creations
Topic: Need for 0.15 "finnished" savegame
Replies: 2
Views: 2883

Re: Need for 0.15 "finnished" savegame

Is it too late to post a game that's just the Finnish flag on lamps in the middle of a patch of concrete?

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